In light of a recent article of server performance and optimisation, I think we are all missing a clear issue here. While I may entirely be mistaken (my bad if I am) I can sum a lack of server performance in a singular word Entities. Yes, thousands upon thousands of entities are required by the game to visualise aspects of the game, such as ships, planets and asteroids ect to mention a couple, however all the complaints about "bad server code" and "awful servers" regarding 30ks and disconnects may not be the code itself, and may rather be a vast number of unnecessary entities may be causing server overloads and such. Most people may not notice, but under the "fps counter" in "r_DisplayInfo 1" and up to 3 shows the entity count in render by (I'm assuming) the player. I have seen this number upwards of 100,000 in places such as Area 18. That's a whole lot of processes. I've also seen quite consistantly that deep space also has a relatively large entity count, ranging from 12,000 to 30,000 depending on location. Now this may seem relatively alright but rethink that number. Most games start heavily lagging upwards of 200-1000 clientside entities in a location at once. CIG, well done. Your game/game engine is amazingly optimised, now stop looking at code and start looking at invalid or unused entities in render. You may find a few thousand irrevelant ones hidden in the files :slightly_smiling_face:. A few thousand entities cleared will result in a huge boost to client and server fps and one hell of a game, without 30ks! Devs, I may have made this post invain, you might already have done everything you can to solve this. I would not know. But are all 12,000 entities (at a minimum!) all required and all needed for the function of the game!?